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  1. // C++ implementation​​​​​​‌​​​‌​​​‌​​‌‌​‌​‌​‌​​​​​​ below
  2. #include "math.h"
  3.  
  4. struct Vector
  5. {
  6.     // Extend this struct as you see fit
  7.    
  8.     Vector(double inX, double inY, double inZ)
  9.     : x(inX), y(inY), z(inZ) {}
  10.    
  11.     Vector() : Vector(0.0, 0.0, 0.0) {}
  12.    
  13.     double x;
  14.     double y;
  15.     double z;
  16. };
  17.  
  18. typedef Vector Point;
  19.  
  20. struct Plane
  21. {
  22.     Point origin;
  23.     Vector dirrection1;
  24.     Vector dirrection2;
  25. };
  26.  
  27. // Vector norm() {
  28.    
  29. // }
  30.  
  31. //vec - falling vector
  32. bool GetReflected(const Vector& vec, const Plane& plane, Vector *reflected )
  33. {
  34.     // length of vec
  35.     //sqrt(vec.x * vec.x + vec.y * vec.x + vec.z);
  36.     //plane 1, plane 2
  37.     Vector n;
  38.     n.x = plane.dirrection1.y * plane.dirrection2.z  - plane.dirrection1.z * plane.dirrection2.y;
  39.     n.y = plane.dirrection1.z * plane.dirrection2.x  - plane.dirrection1.x * plane.dirrection2.z;
  40.     n.z = plane.dirrection1.x * plane.dirrection2.y  - plane.dirrection1.y * plane.dirrection2.x;
  41.    
  42.     Vector n2;
  43.     n2.x = 2*n.x;
  44.     n2.y = 2*n.y;
  45.     n2.z = 2*n.z;
  46.    
  47.     //I x N
  48.     Vector in;
  49.    
  50.     in.x = vec.y * n2.z - vec.z * n2.y;
  51.     in.y = vec.z * n2.x - vec.x * n2.z;
  52.     in.z = vec.x * n2.y - vec.y * n2.x;
  53.    
  54.     //2 * (I x N)
  55.  
  56.     Vector R;
  57.     R.x = vec.x - in.x;
  58.     R.y = vec.y - in.y;
  59.     R.z = vec.z - in.z;
  60.    
  61.    
  62.     if (abs(R.x) == abs(vec.x)) return true;
  63.    
  64.    
  65.     return false;
  66. }
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